;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 2, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 2, 0    ; Amp
Astronomy,          4, 1,  Sth, Mat, 1, 3    ; Ast
Arms Industry,      4,-1,  SFl, Mob, 2, 1    ; Ato
Oil Industry,       6,-1,  Cmb, Stl, 2, 1    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 2, 4    ; Bri
Tribal Warfare,     6,-1,  War, Cer, 0, 0    ; Bro
Spiritualism,       5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 2, 3    ; Che
Banditry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, Bro, 0, 2    ; CoL
Elite Troops,       5,-1,  Amp, Cmn, 2, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Imperialism,        5, 0,  Phi, Ind, 2, 2    ; Cmn
Smokeless Powder,   4, 1,  Min, MP,  2, 0    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 1, 4    ; Cst
Big Business,       4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  CoL, nil, 0, 1    ; Cur
Democracy,          5, 1,  Eco, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Plu, Cor, 2, 4    ; E1 
Public Utilities,   4, 1,  E1,  Cor, 2, 1    ; E2 
Engineering,        4, 0,  Uni, Cst, 2, 4    ; Eng
Spirit of the Age,  3, 1,  U2,  Rfg, 2, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 2, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Frontier,           4,-1,  MT,  Mon, 1, 2    ; Feu
Flight,             4,-1,  Env, ToG, 2, 4    ; Fli
Autocracy,          3,-2,  Cmn, Csc, 2, 2    ; Fun
Airparks,           3, 0,  AFl, CA,  2, 4    ; FP 
Social Engineering, 3, 2,  Env, Las, 2, 1    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 2, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Uni, Che, 2, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Efficiency,         4,-1,  E2,  Dem, 2, 4    ; Lab
Global Perspective, 4, 0,  NP,  Pla, 2, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Cor, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 4    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Fortifications,     4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 2, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Tra, 1, 0    ; Met
Modern Arms,        4, 1,  Too, U3,  2, 0    ; Min
Landclads,          8,-1,  Aut, CA,  2, 0    ; Mob
Chieftains,         5, 1,  Bro, Whe, 0, 2    ; Mon
Missions,           5, 1,  Phi, PT,  1, 2    ; MT 
Land Reform,        4, 0,  Gue, Exp, 2, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Slaves,             6,-2,  no,  no,  1, 3    ; NF 
Adv Navigation,     3, 0,  Too, Cmb, 2, 3    ; NP 
Philosophy,         6, 1,  Sth, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Battlecruisers,     4, 1,  Ref, SFl, 2, 0    ; Pla
Steam Turbine,      4, 0,  Too, SE,  2, 4    ; Plu
Christianity,       4, 0,  Cer, Cur, 0, 2    ; PT 
Food Storage,       4, 1,  nil, nil, 0, 1    ; Pot
Aeronautics,        5,-1,  Fli, E1,  2, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Labor Unions,       2, 1,  Gue, Dem, 2, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Fertilizers,        3, 1,  E2,  Cmp, 2, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 1, 2    ; Rep
Mil Ind Complex,    5,-2,  Lab, Ato, 2, 1    ; Rob
Armor Plate,        6,-2,  NP,  Stl, 2, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Dreadnoughts,       4, 1,  Cmp, Roc, 2, 0    ; SFl
Mysticism,          3,-2,  Cer, nil, 0, 2    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  Met, Cor, 2, 4    ; Stl
World Power,        4, 1,  Rob, U2,  2, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Social Darwinism,   3, 2,  MT,  Feu, 2, 2    ; The
Theory of Gravity,  4, 0,  Inv, Uni, 2, 3    ; ToG
Trade,              4, 2,  Cur, Hor, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
Nomadism,           4,-1,  Hor, Bro, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Env, Sup, 3, 3    ; FT 
Existentialism,     3, 0,  Cmn, The, 2, 2    ; U1 
Militarism,         3, 0,  U1,  Las, 2, 2    ; U2 
Nationalism,        3, 0,  NP,  The, 2, 2    ; U3 
Revivalism,         3, 0,  PT,  Chi, 2, 1    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capital,                  10, 0,    Cst,
Military Camp,             4, 1,    nil,
Warehouse,                 6, 1,    Pot,
Church,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
School,                    8, 1,    Wri,
Courthouse,                8, 1,    CoL,
Fortifications,            8, 0,    Mas,
Water Supply,              8, 2,    Mas,
Bank,                     12, 3,    Ban,
Stadium,                  12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    E1, 
Theatre,                  10, 4,    Dem,
Iron Foundry,             20, 4,    Ind,
Indust Complex,           32, 6,    Rob,
SDI Defense,              20, 4,    no, 
Labor Union,              20, 2,    Rec,
Steel Mill,               16, 4,    Stl,
Mill Dam,                 24, 4,    Lab,
Munitions Plant,          20, 2,    Ato,
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Farms,                     8, 3,    Rfg,
Train Station,            20, 5,    RR, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Met,
Govt Regulation,          40, 4,    Env,
Harbor,                    6, 1,    Sea,
World Port,               20, 3,    Las,
Airpark,                  20, 3,    FP, 
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
Working Class Elector,     8, 0,    no, 
Middle Class Elector,     16, 0,    no, 
Great Elector,            32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    nil,
Hanging Gardens,          20, 0,    no, 
Colossus,                 20, 0,    no, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
Marco Polo's Embassy,     20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
King Cotton,              20, 0,    SE, 
Secret Police,            80, 0,    Esp,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
League of Nations,        60, 0,    Dem,
Great Election,           80, 0,    no, 
SETI Program,             60, 0,    no, 
Motion Pictures,          60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
Las,        ; King Cotton
nil,        ; Secret Police
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; League of Nations
nil,        ; Great Election
nil,        ; SETI Program
nil,        ; Motion Pictures


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Slaves/Peons, Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Warriors,     Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Warchiefs,    Feu, 0,  2.,0,  4a,3d,  2h,1f,  4,0,  0, Mon, 000001000000001
Archers,      Feu, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Frontiersmen, Gun, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  1, Feu, 000010000000000
Dog Soldiers, Feu, 0,  1.,0,  3a,1d,  1h,1f,  4,0,  0, Bro, 000000000000000
Militia,      Min, 0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Gun, 000000000000000
Royalists,    nil, 0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Fun, 000100000000000
Irregulars,   nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Elite Horse,  nil, 0,  2.,0,  6a,4d,  2h,1f,  7,0,  0, CA,  000001000000001
Rifled Muskets,Min, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Csc, 000000000000000
Marines,      nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  0, Amp, 000000000000100
Mercenaries,  nil, 0,  1.,0,  5a,5d,  2h,1f,  6,0,  1, CA,  000010000000000
Infantry,     nil, 0,  1.,0,  6a,5d,  2h,1f,  5,0,  1, Min, 000000000000000
War Party,    Feu, 0,  2.,0,  3a,1d,  1h,1f,  2,0,  0, Hor, 000001000000000
War Party,    Feu, 0,  2.,0,  4a,1d,  2h,1f,  3,0,  0, Whe, 000001000000001
Gatling Guns, nil, 0,  1.,0,  3a,4d,  2h,1f,  3,0,  1, Too, 000010000000000
Guerillas,    nil, 0,  2.,0,  4a,3d,  2h,1f,  6,0,  0, Gue, 000001000000000
Bandits,      RR,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Chi, 000001000000000
Cavalry,      Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Dragoons,     Mob, 0,  2.,0,  6a,3d,  2h,1f,  6,0,  0, Tac, 000000000000001
Landclads,    nil, 0,  1.,0, 10a,5d,  3h,1f, 12,0,  0, Mob, 000000000000000
Artillery,    nil, 0,  1.,0, 12a,2d,  2h,2f,  5,0,  0, Rob, 000000001000000
Cannons,      Rob, 0,  1.,0,  8a,1d,  2h,1f,  5,0,  0, Met, 000000000000000
Horse Artillry,Rob, 0,  2.,0,  6a,2d,  2h,1f,  6,0,  0, Met, 000000000000000
Siege Mortars,Rob, 0,  1.,0,  4a,1d,  1h,3f,  4,0,  0, Exp, 000000001000000
Aeroplane,    AFl, 1, 10.,1,  4a,2d,  2h,2f,  6,0,  3, Fli, 000000000010001
Bomber,       nil, 1,  5.,2,  8a,1d,  2h,2f, 16,0,  0, AFl, 000000001000001
Steamer,      nil, 2,  6.,0,  0a,2d,  2h,1f,  5,2,  4, Plu, 000000000000000
Monoplane,    nil, 1, 14.,1,  6a,3d,  2h,2f, 12,0,  3, AFl, 100000000010001
Airship,      nil, 1,  8.,4,  8a,4d,  3h,2f, 20,0,  0, Rad, 000000001000001
Steam Frigate,Roc, 2,  5.,0,  5a,4d,  2h,1f,  6,2,  2, Plu, 000000000000000
Monitor,      Pla, 2,  4.,0,  3a,4d,  3h,2f,  5,0,  2, SE,  000000000100000
Steam Yacht,  Cmp, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, SE,  000000000000000
Steam Warship,Plu, 2,  4.,0,  4a,4d,  2h,1f,  4,2,  2, SE,  000000000000000
Ironclad,     Roc, 2,  3.,0,  4a,5d,  3h,1f,  6,0,  2, SE,  000000000100000
Battlecruiser,nil, 2,  6.,0, 12a,10d, 4h,2f, 20,0,  2, Pla, 000000000000001
Arm Cruiser,  Pla, 2,  5.,0,  8a,8d,  3h,2f, 16,0,  2, Roc, 000000000000001
Light Cruiser,nil, 2,  6.,0,  6a,6d,  3h,1f, 10,0,  2, Cmp, 100000000000001
Dreadnought,  nil, 2,  5.,0, 12a,12d, 4h,2f, 24,0,  2, SFl, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  2h,3f, 10,0,  2, Las, 100000000001001
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  8,0,  2, SFl, 100000000000001
Ocean Liner,  nil, 2,  6.,0,  0a,3d,  3h,1f,  7,8,  4, NP,  000000000000000
none,         no,  1,  1.,1,  6a,3d,  2h,1f,  5,0,  0, no,  100000000001001
Slaves,       no,  0,  1.,1,  0a,1d,  1h,1f,  4,0,  5, no,  000000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Dem, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Trade Goods,  Aut, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Cargo,        nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Aut, 000000000000010
Gunboat,      Cmp, 2,  3.,0,  3a,4d,  2h,1f,  5,1,  2, Ind, 000000000100000
Explorers,    Cmn, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  1, Feu, 000001000000010
Rifled Cannons,Rob, 0,  1.,0,  6a,3d,  2h,2f,  7,1,  0, Too, 000000000000000
Riverboat,    Roc, 2,  3.,4,  0a,1d,  1h,1f,  3,3,  4, SE,  000000000100000
Sloop,        Plu, 2,  3.,0,  3a,1d,  2h,1f,  5,0,  2, Mag, 000000000000000
Pioneer,      nil, 0,  2.,0,  1a,3d,  2h,1f,  6,0,  5, X1,  000001000000000
Cargo Ship,   Plu, 2,  3.,0,  0a,1d,  2h,1f,  6,5,  4, Inv, 000000000000000
Clipper Ship, Plu, 2,  4.,0,  0a,1d,  2h,1f,  7,2,  4, Eco, 000000000000000
Obs Balloon,  Rad, 1,  3.,1,  0a,0d,  1h,1f,  2,0,  3, CA,  100000000000001
Scout,        Las, 0,  1.,0,  0a,1d,  1h,1f,  2,0,  0, Feu, 000001000000001
Coastal Guns, Rob, 1,  1.,1,  6a,3d,  2h,1f,  5,0,  0, Met, 000000000001000
Capitalist,   nil, 0,  1.,0,  0a,1d,  1h,1f,  2,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Imperialism,    Emperor,     Empress
Autocracy,      Dictator,    Empress
Republic,       President,   President
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman, 0,  1,  1,     1, Dictator, Dictator, 2, President, President
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 2, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 2, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,      -1,  0,  1,     4, Reverend, Reverend, 5, President, President
Alexander,    Hippolyta,           1, 6, 3, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 1, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 1, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 2, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 2, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 1, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 1, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 1, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 2, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 2, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 1, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 3, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Tobacco,
Clothing,
Liquor,
Textiles,
Rifles,
Coal,
Silver,
Cotton,
Gold,
Timber,
Arms,
Drugs,
Cattle,
Nitrates,
Oil,
Bauxite,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













